01 | Building 3D Project Architecture from Scratch
Build a Vite + TypeScript + Three.js project from scratch, understand the Scene / Camera / Renderer trio, master requestAnimationFrame + delta time animation loop.
A frontend developer's Web 3D learning notes. Starting from zero, using 20 lessons over 5 weeks to systematically learn Three.js + GLSL + WebGPU, with the goal of independently creating 3D special effects websites. Each note records a 'creation' process — building architecture, writing code, adjusting parameters, troubleshooting, turning abstract 3D concepts into tangible works. GitHub repository: https://github.com/onlyLucky/CreationDiary
Build a Vite + TypeScript + Three.js project from scratch, understand the Scene / Camera / Renderer trio, master requestAnimationFrame + delta time animation loop.
Master 5 basic geometries (Box, Sphere, Cylinder, Torus, Plane), understand the relationship between segments and performance, learn procedural texture generation and Wireframe visualization.
Master 6 material types (Basic / Lambert / Phong / Standard / Physical / Toon), understand PBR material roughness and metalness, learn environment mapping and normal mapping.
Master 5 light types (Ambient / Hemisphere / Directional / Point / Spot), understand the three elements of shadows, and learn to balance shadow quality with performance.
Distinguish perspective and orthographic cameras, master OrbitControls configuration, understand camera parameters (fov, aspect, near, far), and learn camera switching and parameter adjustment.
TextureLoader, UV coordinates and texture mapping, repeat/offset/wrap control, CubeTextureLoader skybox, environment map and reflection, RGBELoader HDRI
Scene graph tree structure, parent-child relationships and transform inheritance, local vs world coordinate systems, Object3D grouping, scene.traverse() traversal, AxesHelper/GridHelper debugging
Built-in GLSL math functions (mix/step/smoothstep/sin/cos/pow), vector operations (dot/cross/normalize), drawing basic shapes with math, fract/mod periodic functions, coordinate transforms and UV mapping
Noise function principles (Perlin gradient noise, Simplex simplex noise, FBM fractal Brownian motion), cloud/terrain/fire/vertex deformation practical examples, noise animation, frequency & amplitude, five homework cases